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Monsters! From Monster Hunter.

Posted by MagnusFor group 0
Magnus
GM, 538 posts
Wed 21 Aug 2019
at 00:35
  • msg #1

Monsters! From Monster Hunter.

I'm Copying the Stat blocks for now. I might go back and revise the stats.

Tier 1
Feral Renegade Virus: A horrible infecting disease made of corrupt warp magic, that can drive monsters to the brink of death and bring them back even stronger. During the Renegade state a monster's skin is tinted purple, it's eyes glow red, and wisping black smoke rises from it. When a monster with the Feral Renegade Virus reaches half of it's maximum health (round up) they enter the Feral Renegade State. If the monster would take enough damage to put them at lower HP than this level at once before in the frenzy state, they return, even if they die, to one HP under half of their full HP (round up). They enter a permanent Frenzy state, as the feat. They also gain Armor and Aura equal to their Level and cannot be knocked out by fatigue. Any feats that apply to the Frenzy state also apply during the Feral Renegade State.

Bestial Roar: You force the opponent to halt in their tracks with an ear shattering roar. As a Reaction action, you may give up your next turn and make an opposed Intimidation + Constitution test, opposed by Scrutiny + Composure against all targets within (Constitution x 3) meters. You may activate frenzy as well, as you roar. If you win this this opposed test, the target loses whatever action they were currently doing. Anyone else in the affected area who fails the opposed roll loses a half action on their next turn. May only be used once per round at max, and is negated by Pro-Grade Earplugs (Rare availability)

Tier 2
Apex Renegade Virus: Creatures that have mastered the Feral Renegade are horrifying creatures to be feared and are even more dangerous. During the Renegade state a monster's skin is tinted purple, it's eyes glow red, and wisping black smoke rises from it. When a monster with the Apex Renegade Virus reaches half of it's maximum health (round up) they enter the Feral Renegade State. If the monster would take enough damage to put them at lower HP than this level at once before in the frenzy state, they return, even if they die, to one HP under half of their full HP (round up). They enter a permanent Frenzy state as the feat with the bonuses of the Greater Frenzy, Battle Rage and Battle Meditation feats. They gain Armor and Aura equal to twice their level and cannot be knocked out by fatigue. Any feats that apply to the Frenzy state also apply during the Apex Renegade State.

Rending Roar: You force the opponent to halt in their tracks with an ear shattering roar that can split eardrums. As a Reaction action, you may give up your next turn and make an opposed Intimidation + Constitution test, opposed by Scrutiny + Composure against all targets within (Constitution x 3) meters. You may activate frenzy as well, as you roar. If you win this this opposed test, the target loses whatever action they were currently doing AND they take 2k1 Impact damage to the head.Anyone else in the affected area who fails the opposed roll loses a half action on their next turn. and takes the damage. May only be used once per round at max, and is negated by High-Grade Earplugs (Very Rare availability)

Elder Wyvern: A monster with a resource stat is classified as an Elder Wyvern level entity, and cannot be captured with the King of Monsters feat.

Barroth

Barroth is capable of using its heavy head as a plow to smash through the environment, as well as cause damage to any living thing caught in its way. Because its nostrils are located on top of its head, Barroth can completely submerge itself in the cool mud during the scorching desert days. Barroth usually remain beneath the mud, perhaps to shield themselves from heat; they are even known to fling mud to attack. They will charge in a frenzy at anything that disturbs their bogs.



STR 6 DEX 3 CON 5 | CHA 1 FEL 1 CMP 2 | INT 1 WIS 2 WILL 4

Skills: Acrobatics 2, Brawl 4, Perception 2, Intimidation 2
Speed: 9
Size/Resilience: 8 / 7
Static Defense: 9
Mental Defense: 15
HP: 50
Resolve: 6
Feats: Fearless, Fleet of Foot, Frenzy, Power Attack, Powerful Charge, True Grit, Weapon Focus (Ridges)
Traits: Burrower, Unnatural Toughness, Bestial Roar
Armor: Armor Plating (12)
Attacks: Ridges (Brawling, 8k3 I, 6 Pen, Volatile) Bite/Claw (Brawling, 6k1, 0 Pen)
Level 4

Burrower: May move half it's speed (round up) underground as a Full Action, digging down and surfacing are also Full Actions.


Kirin

The Kirin is said to glow a faint blue, but so few have seen it that details are scarce. It is apparently capable of calling forth lightning at will. Kirin material is very valuable. Kirin are most famous for their horns, as it is incredibly sharp, yet surprisingly fragile. A strong Silver Horn is said to be one of the most powerful and valuable of Kirin horns. The Kirin's horn is present in both male and females. The white/blue coloration of its hide is something of a mystery, though it appears to be also covered in scales.



STR 4 DEX 5 CON 3 | CHA 3 FEL 2 CMP 4 | INT 2 WIS 5 WILL 5

Skills: Arcana 2, Acrobatics 4, Brawl 3, Perception 4, Intimidation 2
Speed: 18
Size/Resilience: 5 / 6
Static Defense: 32
Mental Defense: 25
HP: 36
Resolve: 9
Feats: Battle Rage, Step Aside, Evasion, Daggerspell Stance, Fleet of Foot, Fearless, Frenzy, Rage Mage, Weapon Focus (Horn)
Traits: Caster 4 (Evocation; Energy Burst, Energy Grasp, Prismatic Ray, Lightning Aura), Unnatural Toughness, Bestial Roar, Quadruped
Armor: Armor Plating (5), Aura (5)
Attacks: Horn ( Brawling, 6k2 R, 4 Pen, Shocking, Razor Sharp) Hoof/Bite (Brawling, 4k1 R, 0 Pen)
Level 4

Rage Mage: May still cast spells while Frenzied.


Apex Tigrex

Tigrex is a large, quadrupedal wyvern characterized by its massive head and jaws, powerful limbs and striking yellow/blue striped colouration. The top of its head is tipped with a pair of horn-like ears, and its segmented tail ends with a spiny protrusion. Flying wyverns whose primitive origins are obvious. They display incredible potential with their claws, jaws, and developed body. Prone to violence, it possesses incredible ferocity thanks to its strong limbs and fearsome roars.



STR 4 DEX 4 CON 4 | CHA 1 FEL 1 CMP 2 | INT 1 WIS 2 WIL 4
Skills: Brawl 4, Acrobatics 3, Perception 2, Intimidation 3
Speed: 16
Size/Resilience: 7/7
Static Defense: 14
Mental Defense: 15
HP: 40
Resolve: 6
Feats: Fearless, Frenzy, Power Attack, Powerful Charge, Step Aside, True Grit, Weapon Focus (Bite)
Armor: Scales (8 AP, All)
Attacks: Claws (Brawling, 7k2 R, 5 Pen, Razor Sharp) Bite (Brawling, 8k3 R, 3 Pen, Volatile)
Traits: Apex Renegade Virus, Flyer (8), Rending Roar, Unnatural Toughness, Quadruped
Level: 4

Infected Seregios

Seregios is a medium-sized wyvern covered in lustrous gold scales. Its face features red markings around the eyes which continue along its body, and its head is topped with a single, backwards-curving horn. Its feet are zygodactyl in nature, with two toes facing forward, and two toes facing backward. Each of Seregios's scales can swivel individually, and it will use them to perform a rattling display when agitated. An elusive breed of wyvern only rarely spotted throughout the lands in recent years. Known for its ability to launch razor-edge scales at prey, and for its ability to stand those scales on end to strike at any who threaten it.



STR 3 DEX 5 CON 3 | CHA 1 FEL 1 CMP 2 | INT 2 WIS 4 WIL 5
Skills: Acrobatics 5, Ballistics 4, Brawl 3, Perception 3, Intimidation 2
Speed: 16
Size/Resilience: 7/7
Static Defense: 23
Mental Defense: 15
HP: 32
Resolve: 7
Feats: Fearless, Frenzy, Evasion, Weapon Focus (Spines), Weapon Focus (Claws), Improved Weapon Focus (Spines), Power Attack, Step Aside, Defensive Mobility
Armor: Armor Plating (10, All)
Attacks: Spines (50m; S/3; 3k2 R; Pen 4; Clip -; Reload -, Toxic), Claws (Brawling, 6k2 R, 4 Pen) Bite (Brawling, 3k1 R, 2 Pen)
Traits: Feral Renegade Virus, Unnatural Toughness, Dark Sight, Flyer (8), Bestial Roar, Quadruped
Level: 4
Magnus
GM, 539 posts
Wed 21 Aug 2019
at 01:42
  • msg #2

Monsters! From Monster Hunter.

Zinogre

Fanged wyverns whose bodies are streaked with electricity. Sharp claws and strong limbs allow them to thrive in mountainous terrain. During hunts, they gather numerous Thunderbugs to boost their power and enter a supercharged state. Zinogre is a quadrupedal monster with superficially wolf-like features. It has highly developed limbs, sharp fangs and claws. Its forelegs are extremely powerful and can kill prey in one brutal blow. Despite its hulking size, Zinogre is very agile and is able to perform many impressive aerial and land-based maneuvers. The spikes on its body mostly lie flat, but when it has built up an electric charge they stick out vertically into the air.



STR 4 DEX 6 CON 3 | CHA 2 FEL 2 CMP 3 | INT 1 WIS 4 WIL 3
Skills: Acrobatics 5, Athletics 2, Brawl 4, Intimidation 2, Perception 2, Performer 2
Speed: 20
Size/Resilience: 7/7
Static Defense: 26
Mental Defense: 20
HP: 30
Resolve: 6
Feats: Defensive Mobility, Fearless, Frenzy, Lightning Attack, Step Aside, Swift Attack, True Grit, Weapon Focus (Claws)
Armor: Scales/Hide (8 AP, All)
Abilities: Thundercaller - A Zinogre may as a Full Action call a hoard of Thunderbugs to itself. It must take another Full Action on it's next turn to harvest the electricity from them. After this happens, it gains a 2k2 E damage energy aura for the rest of the scene that effects anyone who is within melee range of it once per turn. A Zinogre that has an active aura may spend another two Full Actions to increase this aura to 3k2 E with 4 Penetration. If the Zinogre loses more HP than it has Resilience in one attack while charging or the aura is active, it is stunned for 1 round and loses the aura. It must start over if it wishes to activate Thundercaller again.
Attacks: Claws (Brawling, 7k4 R, 4 Pen, Shocking, Razor Sharp) Bite (Brawling, 5k2 R, 4 Pen, Shocking) Tail (Brawling, 4k1 I, 0 Pen, Volatile)
Traits: Bestial Roar, Unnatural Toughness, Quadruped
Level: 4

--------------------

Stygian Zinogre

A subspecies of Zinogre with a jet-black body. It gathers bugs that eat magical Fulgurberries and harnesses their energy to dramatically boost its power. Perhaps this is why it can survive in extreme heat or frigid cold. Its thunder-like attacks are different in coloring from the ordinary Zinogre; this crimson red/black lightning deals magical damage. It is able to imbue its attacks with magical energy due to its absorption of multiple bugs that feed on Fulgurberries. These bugs are red colored orbs that float around Stygian Zinogre, these orbs can fly directly at the Hunter and explode on contact, dealing significant damage.



STR 4 DEX 6 CON 3 | CHA 2 FEL 2 CMP 3 | INT 1 WIS 4 WIL 3
Skills: Arcana 3, Acrobatics 5, Athletics 2, Brawl 4, Intimidation 3, Perception 2, Performer 2
Speed: 20
Size/Resilience: 7/7
Static Defense: 26
Mental Defense: 20
HP: 30
Resolve: 6
Feats: Defensive Mobility, Fearless, Frenzy, Lightning Attack, Step Aside, Swift Attack, True Grit, Weapon Focus (Claws)
Armor: Scales/Hide (8 AP, All)
Abilities: Fulgurcaller - A Zinogre may as a Full Action call a hoard of magical Fulgurbugs to itself. It must take another Full Action to cast the spell Energy Aura, with a Focus Power roll of (Constitution + Arcana). If they take another Full Action and succeed on a TN 25 (Constitution + Arcana) Focus Power roll, the damage of the Energy Aura spell is increased to 2k2. If the Stygian Zinogre loses more HP than it has Resilience in one attack while charging, casting, or while the Aura is active, it is stunned for 1 round and loses the aura.
Fulgurbug Blast - the Stygian Zinogre may cast the spell Magic Missile as a Full Action, with a Focus Power roll of (Constitution + Arcana), except the target may dodge the attack unlike normal, with the Focus Power roll as the attack roll.
Attacks: Claws (Brawling, 7k4 R, 4 Pen, Shocking, Razor Sharp) Bite (Brawling, 5k2 R, 4 Pen, Shocking) Tail (Brawling, 4k1 I, 0 Pen, Volatile)
Traits: Aura (8), Rending Roar, Unnatural Toughness, Quadruped
Level: 5


--------------------

Dyuragaua

Dyuragaua have a typical pseudowyvern body, front legs melded with wings and a powerful neck. It's iridescent hide is covered with cyan and turquoise scales, with deep orange ridges, spikes, claws and horns. It is known for it's deep bellowing roars and it's quick temper, running off of pure territorial aggression. The tail terminates in a "club" covered with rounded bumps or knobs in a staggered pattern. When enraged, Dyuragaua's tail, arms, and face will be clad in ice. Sharp icy spikes will also protrude out of its tail. Survives in cold, frostbitten areas with ease.



STR 4 DEX 3 CON 5 | CHA 2 FEL 2 CMP 3 | INT 1 WIS 4 WIL 5
Skills: Brawl 4, Acrobatics 2, Perception 2, Intimidation 4
Speed: 14
Size/Resilience: 8/7[8]
Static Defense: 18
Mental Defense: 20
HP: 40
Resolve: 8
Feats: Frenzy, Greater Frenzy, Battle Rage, Battle Meditation, Powerful Charge, Power Attack, Furious Assault, Fearless, True Grit, Weapon Focus (Claws)
Armor: Scales (8 AP, All)
Abilities: Frostmantle - Whenever a Dyuragaua uses a full action to activate the Frenzy feat they can make a TN 20 Constitution test to secrete a fast freezing substance on it's body that wreathes it in a layer of frost. This gives the [Snare and Volatile] quality to all melee attacks it makes while in frenzy, and gives it [+1 Resilience]. If they fail to make the constitution test, both the ability and Frenzy fail to activate, and the Full Action is wasted. While Frostmantle is active, if the Dyuragaua loses more HP than it's Resilience stat in one attack, it is stunned for 1 round and knocked out of Frenzy and Frostmantle.
Hoarfrost Column - As a full action, a Dyuragaua can make a Constitution + Ballistics test, TN 20, to launch a giant wall of frost from it's jaws. If this test is successful it shoots a blast, the path is a cone shaped area in a 30 degree arc 10m in front of it. All characters in this area must make a Dexterity Test (TN 15) or else be struck by the howling cold and take (3k2, Pen 4, Snare) damage.
Attacks: Claws (Brawling, 8k4 R, 6 Pen, [Snare, Volatile]) Bite (Brawling, 5k2 R, 2 Pen, [Snare, Volatile]) Tail (Brawling, 4k1 I[R], 3 Pen, [Snare, Volatile])
Traits: Unnatural Toughness, Bestial Roar, Quadruped
Level 4

--------------------

Rathalos
Terrible wyverns called the 'Kings of the Skies'. Together with Rathian, they stake wide territories centered around their nests. Rathalos are large, bipedal true wyverns with a spiny, armored hide covering their body. Their outer shell features much brighter and more vibrant colors than that of their female counterpart, the Rathian. It is primarily bright red, with black markings throughout. Like the Rathian, Rathalos possess a flame sac which is used to produce deadly flaming projectiles from the mouth. The talons upon a their feet are highly poisonous and are known to to inflict toxic mortal wounds on larger prey. In addition, their long, thick tail features a heavy spiked club at the end. Rathalos' wing membranes feature ornate patterns which are likely used to attract potential mates.



STR 5 DEX 4 CON 4 | CHA 1 FEL 2 CMP 2 | INT 2 WIS 4 WIL 5
Skills: Acrobatics 4, Brawl 4, Perception 2, Intimidation 3
Speed: 9
Size/Resilience: 9/8
Static Defense: 14
Mental Defense: 15
HP: 46
Resolve: 7
Feats: Fleet of Foot, Fearless, Frenzy, Furious Assault, Powerful Charge, True Grit, King of the Skies
Armor: Scales (AP 10, All)
Attacks: Claws (Brawling, 7k2 R, 2 Pen) Tail (Brawling, 8k3 R, 4 Pen, Toxic, Tearing) Bite (Brawling, 6k2, 4 Pen, Razor Sharp)
Abilities: Wyvern Breath - Many true wyverns have the ability to breath a gout of fire from their mouth to purge the enemy with flames. As a full action they can breathe fire, using the damage profile of a Flamer, with the Recharge ability.
Traits: Bestial Roar, Flyer (18), Unnatural Toughness
Level: 4

King of the Skies: Increase Static Defense by 10 while midair.

--------------------

Rathian

Fire-breathing female wyverns, also known as "Queens of the Land." Rathian is a medium-sized true flying wyvern similar in looks to her male counterpart, Rathalos. Her hide is a dull, muted green in contrast to the Rathalos's deep red, and her lower mandible features a long, protruding chin spike. Her upper back and wingtips are covered in a moss-like fur not seen on the Rathalos, and while her clubbed tail lacks bony spikes, it makes up for this with its ability to poison foes upon contact. While they hunt mainly on the ground, they sometimes are seen preying as a couple, Rathian cooperate well with Rathalos.



STR 5 DEX 4 CON 4 | CHA 1 FEL 2 CMP 2 | INT 2 WIS 4 WIL 5
Skills: Acrobatics 3, Brawl 4, Perception 2, Intimidation 2
Speed: 12
Size/Resilience: 8/7
Static Defense: 16
Mental Defense: 15
HP: 46
Resolve: 7
Feats: Fleet of Foot, Fearless, Frenzy, Furious Assault, Powerful Charge, True Grit
Armor: Scales (AP 10, All)
Attacks: Claws (Brawling, 7k3 R, 2 Pen) Tail (Brawling, 8k3 I, 4 Pen, Toxic, Volatile) Bite (Brawling, 6k2, 5 Pen, Razor Sharp)
Abilities: Wyvern Breath - Many true wyverns have the ability to breath a gout of fire from their mouth to purge the enemy with flames. As a full action they can breathe fire, using the damage profile of a Flamer, with the Recharge ability.
Traits: Bestial Roar, Flyer (12), Unnatural Toughness
Level: 4

--------------------

Kushala Daora

Kushala Daora is a highly intelligent four legged Elder Wyvern level entity with a pair of widely spreading wings. Its skin is plated with metal that makes weapons bounce off with ease. Kushala Daora has numerous horns lining its head and sharp claws on each of its legs. Kushala Daora have the ability to manipulate strong winds, creating a wind barrier that surrounds it during rages. It's difficult to even get close to one of these metallic dragons.



STR 5 DEX 3 CON 5 | CHA 3 FEL 3 CMP 5 | INT 3 WIS 5 WIL 5
Skills: Academic Lore 2, Acrobatics 3, Brawl 5, Common Lore 2, Intimidation 4, Forbidden Lore 2, Perception 4, Persuasion 2, Scrutiny 2
Speed: 16
Size/Resilience: 11 / 10
Static Defense: 12
Mental Defense: 30
HP: 60
Resolve: 10
Languages: Draconic
Hero Points: 2
Feats: Combat Master, Frenzy, Fearless, Elegance, Swift Attack, Lightning Attack, Wall of Steel, Step Aside, Furious Assault, True Grit, Weapon Focus (Claws)
Armor: Metal Hide (AP 16, All)
Attacks: Claws (Brawling, 10k4 R, 4 Pen, Balanced, Power Field), Bite (Brawling, 8k2 R, 4 Pen, Razor Sharp, Power Field), Tail (Brawling, 5k2 I, 2 Pen, Volatile)
Abilities: Gale Aura - Whenever a Kushala Daora activates the Frenzy feat, the very winds buckle and howl around it. At the start of any turn where the Frenzy feat is active, the Kushala Daora makes a Bull Rush against every creature in melee range as a free action. If a Kushala Daora loses more HP than it's Resilience while Gale Aura is active, it is stunned for one round and knocked out of Frenzy and Gale Aura.
Winds - A Kushula Daora can make the winds heed it's call. By spending a point of Breath, they wrap themselves in the wind, and their Static Defense gains a +10 bonus until their next turn as a free action.
Traits: Dark Sight, Rending Roar, Resource Stat (Breath; 10), Flyer (32), Quadruped, Unnatural Toughness
Level 5

--------------------

Nargacuga

Flying wyverns that have evolved to live in thickly wooded areas. These sly beasts stalk their prey from the shadows with ferocious speed and dogged tenacity, and their massive tails are as dexterous as they are deadly. It has black scales, black fur and nightmarish red eyes, giving it the look and style of a predatory black panther. When frenzied, its eyes glow bright red and leave a trail of reddish lines when Nargacuga moves. Their vertebrae and tail muscles are extremely flexible, making the tail of Nargacuga also prehensile. Its tail is also its most powerful weapon. The scales at the end of the tail can also be shaken to produce rattling sounds similar to that of a rattle snake. Also, its tail erects large spikes which can be flung and linked up with its attacks for devastating hits.



STR 4 DEX 5 CON 3 | CHA 2 FEL 1 CMP 3 | INT 1 WIS 4 WIL 3
Skills: Ballistics 3, Brawl 4, Acrobatics 5, Perception 3, Intimidation 3, Stealth 4, Athletics 3
Speed: 18
Size/Resilience: 7 / 7
Static Defense: 23
Mental Defense: 20
HP: 28
Resolve: 6
Feats: Blind Fighting, Frenzy, Battle Rage, Battle Meditation, Evasion, Fearless, Furious Assault, Step Aside, Defensive Mobility, True Grit, Weapon Focus (Tail)
Armor: Hide (6 AP, All)
Attacks: Claws/Wings (Brawling, 6k2 R, 4 Pen, Balanced) Bite (Brawling, 4k2, 6 Pen, Razor Sharp) Tail (Brawling, 7k3 I, 5 Pen, Reach, Toxic, Volatile, Tearing) Spikes (20m; S/3;4k2 R;Pen 6;Clip -;Reload -, Toxic)
Traits: Dark Sight, Bestial Roar, Unnatural Toughness, Flyer (18), Quadruped
Level 4

--------------------

Lucent Nargacuga

Known as the Moon Swift Wyvern, Lucent Nargacuga has the ability to turn invisible. This subspecies of Nargacuga can also extend its spikes by shaking its tail, even when not enraged. While in this mode, all of its tail attacks cause poisonous spikes to fly out in all directions. It has metallic, azure scales and a golden-colored chest. Its head and arms are harder to penetrate than those of the common species. These sly beasts stalk their prey from the shadows with ferocious speed and dogged tenacity, and their massive tails are as dexterous as they are deadly. Their vertebrae and tail muscles are extremely flexible, making the tail of Nargacuga its most powerful weapon. The scales at the end of the tail can produce rattling sounds similar to that of a rattle snake. Also, its tail erects large spikes which can be flung and linked up with its attacks for devastating hits.



STR 5 DEX 6 CON 4 | CHA 2 FEL 1 CMP 3 | INT 1 WIS 5 WIL 4
Skills: Arcana 3, Ballistics 3, Brawl 5, Acrobatics 5, Perception 4, Intimidation 4, Stealth 5, Athletics 4
Speed: 22
Size/Resilience: 7 / 7
Static Defense: 29
Mental Defense: 20
HP: 36
Resolve: 6
Feats: Blind Fighting, Frenzy, Battle Rage, Battle Meditation, Evasion, Fearless, Furious Assault, Step Aside, Defensive Mobility, True Grit, Weapon Focus (Tail). Weapon Focus (Spikes)
Armor: Hide (8 AP, All)
Abilities: Lucent Shine - A Lucent Nargacuga can cast the spells Improved Invisibility, and Mislead. Both are cast with a Focus Power roll of (Constitution + Arcana) as a Half Action. While any of these effects are active, if the Nargacuga loses more HP than it's Resilience in one attack, it is stunned for 1 round and knocked out of Lucent Shine.
Attacks: Claws/Wings (Brawling, 7k2 R, 4 Pen, Balanced) Bite (Brawling, 5k2, 6 Pen, Razor Sharp) Tail (Brawling, 8k3 I, 5 Pen, Reach, Toxic, Volatile, Tearing) Spikes (20m; S/9;4k2 R;Pen 6;Clip -;Reload -, Toxic, Storm)
Traits: Aura (8), Auto-Stabilized, Dark Sight, Bestial Roar, Unnatural Toughness, Flyer (22), Quadruped
Level 5

--------------------

Gore Magala

Gore Magala is a very unique wyvern, sharing traits and similarities to that of the Elder Wyverns, possessing six limbs, including the clawed wings on its back. Its body is covered in dark exoskeleton plates, the lack of visible eyes and fanged jaws that are actually parts of its external armor plates. The other unique part is its wings, which are covered in jet-black fur that resemble a tattered and ragged cape. The claws on its wings are extremely prehensile, and even seem to possess opposable thumbs. They are used for grabbing, help at running and maintaining stability. When not engaged in combat, Gore Magala tends to cloak its body with its wings by latching them onto its back. The pollen-like scales of Gore Magala are used to understand their environment and leave behind a trail that Gore Magala uses to see both predators and prey by heat. It is rumored that is is these pollen spores that spread the Feral Renegade Virus. Gore Magala's roar has an eerie resemblance to the wailing and screaming of humanoids.



STR 4 DEX 5 CON 4 | CHA 1 FEL 1 CMP 3 | INT 2 WIS 4 WIL 5
Skills: Acrobatics 4, Ballistics 3, Brawl 4, Intimidation 2, Perception 3, Stealth 3
Speed: 18
Size/Resilience: 8 / 7
Static Defense: 21
Mental Defense: 20
HP: 36
Resolve: 9
Feats: Blind-Fighting, Fearless, Frenzy, Furious Assault, Swift Attack, Step Aside, True Grit
Armor: Scales (8 AP, All)
Attacks: Claws (Brawling, 7k3 R, 4 Pen) Bite (Brawling, 6k2 R, 4 Pen, Renegade) Tail (Brawling, 4k1 I, 2 Pen, Volatile) Breath Attack (10m;S/3;2k1 E;Pen 5; Clip-;Reload-, Blast (4), Renegade)
Traits: Feral Renegade Virus, Bestial Roar, Dark Sight, Flyer (18), Quadruped, Unnatural Toughness
Level 4


Renegade: Make a TN 15 Constitution test. On a failure, you are tagged with the Renegade Virus. Deal at least the Gore Magala's Constitution in HP damage (in one attack) to it within 2 rounds. If you manage to deal the damage you gain Volatile on all of your attacks against it, and you automatically save against this ability, for 2 turns. If you fail to deal the damage in 2 turns the Gore Magala who infected you with this status gets a +10 static bonus to damage against you for 2 turns.

--------------------

Shagaru Magala

A terrible and fearsome Elder Wyvern who has matured into being an active host and spreader of the Renegade Virus. Overall, Shagaru Magala's body structure is similar to its juvenile form, Gore Magala. However, following the skin-shedding, its body is now covered in glittering golden scales, as well as its horns, claws and other spiky protrusions, which changed colors from crimson red / purple to dark brown. The once hidden eyes underneath the horns are also now fully opened. Its ragged-tattered wings also became golden scaly sheets that when fully expanded, resembles a star shape (more specifically, when both wings are expanded.) Just like when they were still a juvenile, they release Renegade Virus to infect other monsters nearby.Some believe Shagaru Magala was the "foul wind that withered a mountain," a calamity spoken of in ancient texts.



STR 5 DEX 6 CON 5 | CHA 2 FEL 1 CMP 3 | INT 2 WIS 4 WIL 6
Skills: Common Lore 2, Acrobatics 5, Ballistics 3, Brawl 5, Intimidation 4, Perception 4, Persuasion 2, Stealth 3, Scrutiny 3
Speed: 22
Size/Resilience: 9 / 8
Static Defense: 19
Mental Defense: 20
HP: 44
Resolve: 9
Languages: Abyssal
Feats: Blind-Fighting, Fearless, Frenzy, Furious Assault, Lightning Attack, Swift Attack, Step Aside, True Grit, Wall of Steel, Weapon Focus (Breath Attack)
Armor: Scales (10 AP, All)
Abilities: Renegade Aura - Whenever a Shagaru Magala enters the Frenzy state, a crackling aura of concentrated Renegade virus appears around them. At the start of every turn while the aura is active, anyone within melee range of the Shagaru Magala must make a TN 15 Constitution test or be effected as the Renegade status. While this aura is active, if the Shagaru Magala loses more HP than it's resilience in one attack they are stunned for 1 round and knocked out of Frenzy and Renegade Aura.
Attacks: Claws (Brawling, 8k3 R, 4 Pen, Tearing) Bite (Brawling, 7k2 R, 6 Pen, Renegade) Tail (Brawling, 5k1 I, 2 Pen, Volatile) Breath Attack (10m;S/3;3k2 E;Pen 5; Clip-;Reload-, Blast (4), Renegade)
Traits: Apex Renegade Virus, Rending Roar, Dark Sight, Flyer (22), Quadruped, Resource Stat (Synch [14]) ,Unnatural Toughness
Level 5


Renegade: Make a TN 15 Constitution test. On a failure, you are tagged with the Renegade Virus. Deal at least the Shagaru Magala's Constitution in HP damage (in one attack) to it within 2 rounds. If you manage to deal the damage you gain Volatile on all of your attacks against it, and you automatically save against this ability, for 2 turns. If you fail to deal the damage in 2 turns the Shagaru Magala who infected you with this status gets a +10 static bonus to damage against you for 2 turns.

--------------------

Rajang

An ultra-aggressive creature that is rarely sighted and seldom survived. Survivors report it exhibits a strange attack. The Rajang is said to be a loner, and this isolated life has made it difficult to pin down its territorial leanings. Rajang strongly resembles an ape-like creature in its appearance and movement, being classified as a Fanged Beast instead of a wyvern. However compared to normal apes, notable differences include Rajang's massive muscle structure, hairy tail tip, horns, and its ability to use electricity-based attacks. The Rajang's most notable attack method is its ability to shoot electricity from its mouth, either as a blast or a beam. They are hated by many hunters, due to their combination of speed, aggression and power. They are also well known for their dramatic rage, in which much of the fur on their front body rises and becomes yellow.


STR 5 DEX 4 CON 5 | CHA 1 FEL 2 CMP 3 | INT 1 WIS 3 WIL 4
Skills: Arcana 4, Acrobatics 4, Ballistics 3, Brawl 5, Perception 2, Intimidation 3
Speed: 9
Size/Resilience: 8 / 7 [8]
Static Defense: 13
Mental Defense: 20
HP: 36
Resolve: 7
Feats: Battle Rage, Battle Meditation, Evasion, Fearless, Frenzy, Furious Assault, Power Attack, Powerful Charge, Swift Attack, Wall of Steel, Weapon Focus (Fists)
Armor: Hide (6 AP, All) [12 AP, All, During Frenzy]
Abilities: Golden God Form - Whenever a Rajang enters a frenzied state, they channel electricity through their body. The top half of their body turns yellows and crackles with lightning. While in Frenzy, all of it's attacks deal E type damage and gain the Shocking quality. It's Resilience is also considered one higher and has 6 additional armor that stacks with it's current armor. If the Rajang loses HP equal to it's new Resilience score in one attack, it is stunned for 1 round and knocked out of Frenzy and Golden God.
Golden Blasts - As a Full Action a Rajang in Golden God/Frenzy can channel electricity through itself. This allows it to cast the spells Energy Burst, and Energy Ray as Full Actions with a Focus Power roll of (Constitution + Arcana), but only while Frenzy/Golden God is active.
Attacks: Fists (Brawling, 9k3 I, 2 Pen, Volatile, Balanced) Horns (Brawling, 7k2 R, 6 Pen, Razor Sharp, Tearing, Unwieldy)
Traits: Bestial Roar, Unnatural Toughness
Level 4

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Deviljho

Deviljho is a very large, bipedal Brute Wyvern characterized by its uniform forest green colouration and muscular upper body. Its thick hide is littered with short, jagged spines that reach a maximum height along the back and tail. Deviljho has a narrow snout with a large lower jaw, covered in multiple rows of spines spreading outwards from the teeth. It has massive, powerful hind legs, but tiny, poorly developed forelegs that it rarely utilizes. When provoked, Deviljho's back and shoulder muscles swell considerably. During this period, areas of its skin will take on a bright red colouration. When enraged, Deviljho is capable of producing a mysterious clouded emission of pure magic which can be shot out of the mouth in a stream at prey.



STR 5 DEX 4 CON 6 | CHA 2 FEL 1 CMP 2 | INT 1 WIS 3 WIL 6
Skills: Arcana 3, Acrobatics 4, Athletics 3, Brawl 5, Intimidation 3, Perception 2, Stealth 2
Speed: 9
Size/Resilience: 10 / 9
Static Defense: 11
Mental Defense: 15
HP: 48
Resolve: 8
Feats: Battle Rage, Frenzy, Fearless, Furious Assault, Greater Frenzy, Lightning Attack, Power Attack, Powerful Charge, Swift Attack, True Grit
Armor: Scarred Hide (AP 10, All)
Abilities: Dragon Rage - Whenever a Deviljho enters a Frenzy state they swell and and bulge, even glowing in sections where the hide is thin, like scars and joints. They gain the ability to, as a Full Action, use a magical breath attack. This requires a Focus Power (Constitution + Arcana) roll with a TN of 25. This uses the profile of a flamer, except it has the Recharge quality, and the damage from it is pure magic and targets Aura instead of Armor.
Attacks: Bite (Brawling, 8k4 R, 5 Pen) Claws (Brawling, 7k2 R, 3 Pen, Razor Sharp) Tail (Brawling, 5k1 I, 0 Pen, Volatile)
Traits: Bestial Roar, Burrower, Dark Sight, Unnatural Toughness
Level 4

--------------------

Apex Deviljho

Some Deviljhos succumb to the Renegade virus, and it's usually a horrifying sight to behold. A Deviljho in the throes of an Apex rage could tear through anything in it's path, and not many things can stop it. Entire settlements have been abandoned just because of the presence of an Apex Deviljho nearby.



STR 5 DEX 4 CON 6 | CHA 2 FEL 1 CMP 2 | INT 1 WIS 3 WIL 6
Skills: Arcana 3, Acrobatics 4, Athletics 3, Brawl 5, Intimidation 3, Perception 4, Stealth 2
Speed: 9
Size/Resilience: 10 / 9
Static Defense: 14
Mental Defense: 15
HP: 48
Resolve: 8
Feats: Battle Rage, Frenzy, Fearless, Furious Assault, Greater Frenzy, Lightning Attack, Power Attack, Powerful Charge, Swift Attack, True Grit
Armor: Scarred Hide (AP 10, All)
Abilities: Dragon Rage - Whenever a Deviljho enters a Frenzy state they swell and and bulge, even glowing in sections where the hide is thin, like scars and joints. They gain the ability to, as a Full Action, use a magical breath attack. This requires a Focus Power (Constitution + Arcana) roll with a TN of 25. This uses the profile of a flamer, except it has the Recharge quality, and the damage from it is pure magic and targets Aura instead of Armor.
Attacks: Bite (Brawling, 8k4 R, 7 Pen, Tearing) Claws (Brawling, 7k2 R, 5 Pen, Razor Sharp) Tail (Brawling, 5k1 I, 2 Pen, Volatile)
Traits:Apex Renegade Virus, Burrower, Dark Sight, Rending Roar, Unnatural Toughness
Level 5


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Savage Deviljho

Its standard appearance and abilities are the same as that of a normal Deviljho in rage mode. When enraged, it has a dark red haze surrounding its face, eyes turn into a blood red hue and skin changes to a light brownish color. This variant is even more ferocious and powerful than the average Deviljho. It has a super-potent breath attack that can extend further and cause more damage than usual. It is faster, stronger, and can withstand more damage than a normal Deviljho.



STR 6 DEX 5 CON 6 | CHA 2 FEL 1 CMP 2 | INT 1 WIS 5 WIL 6
Skills: Arcana 4, Acrobatics 5, Athletics 4, Brawl 5, Intimidation 5, Perception 4, Stealth 1
Speed: 11
Size/Resilience: 10 / 9
Static Defense: 17
Mental Defense: 15
HP: 60
Resolve: 8
Feats: Battle Rage, Frenzy, Fearless, Furious Assault, Greater Frenzy, Lightning Attack, Power Attack, Powerful Charge, Swift Attack, True Grit
Armor: Scarred Hide (AP 14, All)
Abilities: Nightmarish Dragon Rage - Whenever a Deviljho enters a Frenzy state they swell and and bulge, even glowing in sections where the hide is thin, like scars and joints. They gain the ability to, as a Full Action, use a magical breath attack. This requires a Focus Power (Constitution + Arcana) roll with a TN of 25. This uses the profile of a flamer except it has the Recharge quality, the range is 40m, the damage is 4k3, and the damage from it is pure magic and targets Aura instead of Armor.
Attacks: Bite (Brawling, 9k4 R, 7 Pen, Tearing) Claws (Brawling, 8k2 R, 5 Pen, Razor Sharp) Tail (Brawling, 6k1 I, 2 Pen, Volatile)
Traits: Aura (14), Burrower, Dark Sight, Rending Roar, Unnatural Toughness, Stuff of Nightmares
Level 5+
Magnus
GM, 577 posts
Wed 25 Sep 2019
at 03:05
  • msg #3

Monsters! From Monster Hunter.

Jagras
Jagras

Attributes
Strength     ****
Dexterity    ***
Constitution ****

Charisma     *
Fellowship   *
Composure    *

Intelligence *
Wisdom       ***
Willpower    **

Skills
Academic Lore     .
Acrobatics        .**
Animal Ken        .
Arcana            .
Athletics         .***
Ballistics        .
Brawl             .***
Charm             .
Command           .
Common Lore       .
Crafts            .
Deceive           .
Disguise          .
Drive             .
Forbidden Lore    .
Intimidation      .**
Larceny           .
Medicae           .
Perception        .***
Performer         .
Persuasion        .
Pilot             .
Politics          .
Scrutiny          .
Stealth           .
Tech-Use          .
Weaponry          .



Melee Attacks
WeaponAttack RollDamagePenSpecial
Bite5k35k22Razor sharp ,Fatiguing
Claws5k36k20Tearing, Fatiguing)





Derived stats [Calculation]
Level: 2
Size: 5

Speed: 7(14)
Initiative: +4

Static Defense: 18

Reactions
1 base.
Dodge 6k3


Armor and Aura


Resilience: 5
Max Hit Points:[12]
Current HP:
Critical Damage:
Critical Effects:

Fatigue Limit: 6
Current Fatigue:

Mental Defense: 10
Max Resolve: 3
Current Resolve:

------------------------
Special abilities and Exalted Powers

Jagras Pack Tactics
Will work on this later

------------------------


Feat list
Will work on this later

Magnus
GM, 760 posts
Wed 29 Jul 2020
at 15:59
  • msg #4

Monsters! From Monster Hunter.

Great Jagras

Attributes
Strength     ******
Dexterity    **
Constitution ******

Charisma     *
Fellowship   *
Composure    *

Intelligence *
Wisdom       ****
Willpower    ***

Skills
Academic Lore     .
Acrobatics        .**
Animal Ken        .
Arcana            .
Athletics         .***
Ballistics        .
Brawl             .***
Charm             .
Command           .
Common Lore       .
Crafts            .
Deceive           .
Disguise          .
Drive             .
Forbidden Lore    .
Intimidation      .***
Larceny           .
Medicae           .
Perception        .***
Performer         .
Persuasion        .
Pilot             .
Politics          .
Scrutiny          .
Stealth           .
Tech-Use          .
Weaponry          .



Melee Attacks
WeaponAttack RollDamagePenSpecial
Bite6k37k22Razor sharp ,Fatiguing
Claws6k38k20Tearing, Fatiguing
Tail Whip6k36k2flexible Fatiguing 




Derived stats [Calculation]
Level: 3
Size: 11

Speed: 8(16)
Initiative: +4

Static Defense: 3

Reactions
1 base.
Dodge 5k2


Armor and Aura



Resilience: 8
Max Hit Points:[18]
Current HP: 2
Critical Damage:
Critical Effects:

Fatigue Limit: 9
Current Fatigue:

Mental Defense: 10
Max Resolve: 4
Current Resolve:
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